Sunteți pe pagina 1din 16

Rules of Engagement

For Dungeons & Dragons 5th Edition

This is a set of rules I created for my homebrew campaign. They are general enough to be used
in any setting or adventure. It is mostly a combination of the Unearthed Arcana rules for Mass
Combat and a few strategy video games. They are highly loose on rules so that they can be
modified easily during your session.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Created by Nick “Goldy” Drakopoulos | https://twitter.com/Nick_Goldy?lang=el
©2016 Wizards
Chained in aofdungeon
the Coast to
LLC, PO Box
make this707, Renton, WA
as beautiful as98057-0707, USA.Kougioumtzi
it is: Chryssa Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Cover Art: https://digital-fantasy.deviantart.com/
Not for resale. Print only.
Contents
INTRODUCTION ........................................................................................................................................................................ 2

DISSECTING A UNIT ................................................................................................................................................................. 3

ROCK, PAPER, SCISSORS! .............................................................................................................................................................. 3


NUMBER & CR ............................................................................................................................................................................. 4
BATTLE RATING ........................................................................................................................................................................... 4
DEFENSE RATING ......................................................................................................................................................................... 5
INITIATIVE & STEALTH ................................................................................................................................................................. 5
MORALE ....................................................................................................................................................................................... 5
SPEED ........................................................................................................................................................................................... 6
ABILITIES ...................................................................................................................................................................................... 6

CREATING A UNIT .................................................................................................................................................................... 7

UNIT SIZE & SPACE ...................................................................................................................................................................... 7


COMMANDER ............................................................................................................................................................................... 7
BR & DR TOTAL .......................................................................................................................................................................... 7
UNIT ABILITIES............................................................................................................................................................................. 7
MORALE LEVEL ............................................................................................................................................................................ 7

DISASSEMBLING A WAR MACHINE ................................................................................................................................... 8

GUARD UNIT................................................................................................................................................................................ 8
TYPE ............................................................................................................................................................................................. 8
ARMOR CLASS.............................................................................................................................................................................. 8
HIT POINTS .................................................................................................................................................................................. 8
SPEED ........................................................................................................................................................................................... 8
ABILITIES ...................................................................................................................................................................................... 8

CREATING A WAR MACHINE ................................................................................................................................................ 9

WAR MACHINE’S SIZE & SPACE .................................................................................................................................................. 9


TYPE & STAT BLOCK .................................................................................................................................................................... 9
WAR MACHINE ABILITIES............................................................................................................................................................ 9

WAR MACHINE CONDITIONS .............................................................................................................................................. 9

COMBAT...................................................................................................................................................................................... 10

DETERMINE AMBUSH ................................................................................................................................................................. 10


INITIATIVE .................................................................................................................................................................................. 10
TAKING TURNS .......................................................................................................................................................................... 10
REPEAT ....................................................................................................................................................................................... 11
COUNTING CASUALTIES............................................................................................................................................................. 11

UNITS CONDITIONS............................................................................................................................................................... 12

APPENDIX A – COMMANDER ABILITIES ......................................................................................................................... 11

APPENDIX B – UNIT ABILITIES ............................................................................................................................................ 12

APPENDIX C – WAR MACHINE ABILITIES ....................................................................................................................... 13

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.
take up a 5 by 5 square space(more on that
Introduction later). Now that is fun!

When talking about armies we have to take


When dealing with massive battles of into consideration the war machines. From
hundreds or even thousands you cannot a simple ballista to a siege tower, war
possibly do it with the normal rules of the machines can drastically change the balance
player’s handbook. In that occasion we are of power. Therefore, in addition to units we
talking about armies and armies are will have war machines that function not
organized and fight in units. too differently from a unit.
Army combat functions similarly to the PCs should be important in battles of such
combat rules in the player’s handbook. That scale. The simple reason being, that
means that units take turns in initiative otherwise it would be boring. They would
order and during those turns they can have to constantly roll dice that they have
perform actions such as attack, hide etc. no control over. Instead try to give them
Bonus actions are not present in such large important tasks. Maybe they are the
scale combat, because they are insignificant. commanders of a few units and are tasked
Units also have different stats most of to encircle the enemy. Maybe they are the
which are based on their Monster Manual last line of defense between the enemy and
stat block. They can also use special abilities the friendly siege engines. Giving a PC to
and can have commanders that have special command units is the easiest way to make a
abilities of their own. massive battle interesting for them. Another
is to engage in smaller scaled combat every
The time scale is also different. Each round now and then during the battle. For
in Mass Combat represents 1 minute in the example, if each party member commands a
game world (10 rounds of normal combat). unit and they fight against an orcish horde,
have them engage in normal combat(PH)
Armies use a significantly larger battlefield
when fighting against the enemy warchief’s
and therefore if you’re using a grid you
unit. If you do so raise the stakes. Since
cannot represent the units in a 5 by 5 feet
every round in Mass Combat equals 10 in
square scale(Unless of course you have an
normal combat, whenever they encounter a
entire room to use as a battlefield in which
warchief’s unit have the normal combat
case…go for it!). Think of it as looking at the
section take 10 turns and then return to the
battlefield and zooming out to see the
Mass Combat one. That way the player’s
entirety of it. An easy way to represent
will race against the clock to kill the enemy
entire armies on a grid is by using a grid
warchief so that they will break the spirit of
scale of 100 by 100 feet per square where
the horde.
every unit takes up one square. But, a unit
that takes up one square isn’t much fun
now is it? Here we are going to use a grid
scale of 20 by 20 feet where each unit will

2
commander abilities in Appendix A. Feel
Dissecting a Unit free to create your own! Go wild!

Unit Card. Similar to a Monster Manual stat


A unit is comprised of two parts. One is the block, a unit has its own. Below we are
unit card and the other is the commander going to look at each of the stats and
card. what they represent. Most of the stats
Commander Card. Because this is presented come out from the Monster
organized combat each unit needs a Manual stat block of each creature.
commander. A unit that does not have a
commander gets the “Unorganized unit”
condition. The commander does not
count towards the unit’s stats(BR,DR etc.
more about it later). A common
commander has a Charisma Modifier of
0 and no abilities.

Rock, Paper, Scissors!


Mass combat is a constant game of “rock,
The commander’s card consists of their paper, scissors”. Units are divided into 3
Charisma modifier and the commander’s categories: Infantry, Skirmisher and
abilities. The commander’s Charisma Cavalry. Each type has advantages and
modifier counts towards the unit’s disadvantages against the others. Each type
initiative and morale checks. While no however has sub-categories and
other stats are used there are abilities combinations. For example Horse Archers
that use the commander’s dexterity, would be a Skirmisher-Cavalry unit. Unit
intelligence etc. Commander abilities can types are presented below.
be passive (Born Leader), used a specific
number of times (Rally, powerful potions
and spells etc.) or can be a recharge
ability (A dragonborn’s Fire Breath for
example). You can see examples of

3
Normal

Number & CR
Spear-Armed Number is the stat that represents how
many of each creature the unit holds. CR is
the Challenge Rating of the creatures
Normal written in its stat block. For example, if a
unit is consisted of 50 Goblins and 50 Orcs it
would look like this:
Skirmisher Cavalry

Normal Battle Rating


Similar to the Unearthed Arcana rules for
Mass Combat we’ll be using Battle Rating
(BR) to simulate the combat effectiveness of
The following apply to units depending on a unit when attacking. A unit’s BR is based
their type: on the Challenge Rating (CR) of the
creatures that comprise it.
 Normal Infantry units have
There are creatures, however, too weak to
advantage when fighting Spear
provide support in mass combat on their
Armed units.
own. Creatures such as Goblins, Kobolts,
 Spear Armed Infantry units have
Bullywugs or even a common guard are too
advantage when fighting cavalry
weak to be of any relevance in a battlefield
units.
alone. These kinds of creatures must group
 All Skirmisher units have advantage up in order to be relevant. For example a
when attacking from afar. Troll alone has a BR of 4. A unit of Goblins
 All Skirmisher units have that wishes to reach an equal BR must be
disadvantage when fighting in comprised of 40 Goblins. A unit of peasants
melee range. (commoners) that has a CR of 0 functions
 All Skirmisher units increase their the same as these weaker creatures.
range by 20ft. for every 20ft. they are The BR of a unit can be decreased in battle
positioned above the target. when it’s attacked and suffers casualties.
 Cavalry units have disadvantage When a unit suffers casualties its BR is
when attacking Spear Armed units. reduced by rolling a damage die as we’ll see
 Cavalry units suffer retaliation in the “Combat” section. When it reaches 0
casualties when fighting Spear the unit is completely destroyed and cannot
Armed units from the front. rejoin the battle.

4
Battle Rating by Challenge Rating DEFENSE RATING = 10 + BATTLE
CR BR RATING MODIFIER
0 +1 per 25 creatures
1/8 +1 per 20 creatures DR is used similarly to a creature’s AC.
1/4 +1 per 10 creatures
1/2 +1 per 5 creatures
Initiative & Stealth
1 +1 per 2 creatures Initiative and stealth are two stats taken
2 +1 directly from the creature’s stat block. If a
3 +2 unit consists of different creatures, the
4 +3 lower stats of every unit are kept and used
5 +4
in the unit’s card. A unit has proficiency in
6 +5 stealth only when all the creatures that
7 +6
comprise it have proficiency in Stealth (that
8 +7
includes the commander).
9 +8
10 +10 Morale
11 +12
12 +14 Every unit has a morale level that
13 +16 represents how eager or desperate the units
14 +18 are in the fight. Depending on the level of
15 +20 morale each unit has a modifier as
16 +25 presented in the table below.
17 +30
18 +35 Level Modifier Description
19 +40 0 -10 Breaking
20 +50 1 -8 Desperate
2 -4 Discouraged
3 -2 Shaken
Depending on the unit’s BR, it has a
4 0 Normal
modifier. Units increase their BR Modifier
5 +2 Eager
by 1 per 5 BR. For example the unit of Orcs
6 +4 Courageous
above has a BR Modifier of +2 since it has 8 +8 Inspired
10 BR. If it had a BR of 5, its modifier would 9 +10 Unbreakable
be +1. Always round down. A unit with a
BR of 8 would still have a BR Modifier of
+1. This is the unit’s attack bonus as we’ll Every time a unit must make a morale
explain in the “Combat” section. check it uses this modifier then adds the
commander’s charisma modifier and any
Defense Rating bonuses or penalties from abilities. A
A unit’s Defense Rating (DR) simulates the morale check’s DC is 10.
combat effectiveness of a unit when A unit that is reduced to half its original BR
defending. A unit’s DR is determined using must make a Morale check or retreat. As
its BR modifier. long as the unit remains under half its

5
original BR, every time it suffers casualties,
it must make a morale check or retreat.
However, even if it succeeds it drops a
Morale Level.

Speed
A unit’s speed, because every round takes 1
minute, is its normal speed times 10. For
example a normal guard has a speed of 30ft.
A unit of Guards would have a speed of
300ft. If a unit consists of different creatures
it uses the speed of the slowest creature.

Abilities
Abilities in units function the same as
commander abilities but they must be used
by the entirety of the unit. For example a
unit of archers can use fire arrows to attack
war machines, a unit of orcs fights like a
horde and they may gain some bonuses
when attacking near allies etc. you can find
examples in Appendix B.

6
make the unit’s card. After you do that, fill
Creating a Unit the unit’s card with the following stats:
Number, CR, Initiative, Stealth, and Speed.
Add the commander’s Charisma Modifier
Unit Size & Space
to the initiative or keep it separate if you
A unit is a group of soldiers or monsters intend for the commanders to move from
fighting together as one group. To make it unit to unit during the battle.
easier for the DM to handle, a unit is
comprised of up to 400 tiny, small, or BR & DR Total
medium creatures taking up space of Once you have created the unit only a few
100x100 ft.(or 20x20 squares if the suggested details remain. Total up the BR and its
grid scale) and larger creatures take up modifier including any mounted creatures
more space as shown in the table below. just like you would for any other creature.
Then proceed to fill the DR as explained in
Creature Size in Units “Defense Rating”.
Size Space in Unit
Tiny 1 (5x5 ft.)
Unit Abilities
Small 1 (5x5 ft.) Choose from the list in Appendix B or make
Medium 1 (5x5 ft.) your own abilities depending on the type of
Large 4 (10x10 ft.) unit you want to create. Once again, go
Huge 9 (15x15 ft.) wild!
Gargantuan 16 (20x20 ft.)
Morale Level
For example, a unit can comprise of 25
A unit’s base Morale Level is 4. Start with
gargantuan creatures and 200 medium
that and then decrease or Increase
creatures. The total space taken up is 400,
depending on factors that might change a
200 for the medium ones and 200 for the
unit’s morale. Examples of such factors are:
gargantuan ones. If the unit does not reach
the size limit it still takes up the limit’s size  One of the armies is vastly
to make it easier to represent on a grid. outnumbered
 An important figure leads an army
Once you do that, write down the number
 A great victory was achieved or a
of creatures and their CR.
great defeat was suffered recently
Commander  One of the armies wields a fearful
weapon
As mentioned above, each unit can have a
commander. It can be either a common one,
someone special (maybe someone
important in the campaign, a king or a
general etc.) or even a Player Character.
Create the commander’s card before you

7
engines. However they can also attack
Disassembling a infantry, skirmishers, cavalry and
machines only with disadvantage. The
War Machine only exception is when the target is large
enough.
A war machine can drastically change the Machine. These types of siege engines are
balance of power in a battle. Most of the commonly used to inflict casualties from
times you’ll see them used in sieges but long range. They cannot target walls and
their use is not limited there. War machines other siege engines unless specified
can inflict great casualties on the enemy otherwise. For example a ballista can use
infantry too. fire projectiles to attack a siege tower and
set it ablaze. The same applies for a
wooden wall.

Armor Class
War machines do not have a BR and DR like
units. Instead we use Armor Class(AC) to
simulate how easy it is to damage.

Hit Points
Hit Points in war machines are used to
Guard Unit represent how easy it is for the siege engine
The unit that is currently wielding/using a to break down or get destroyed. The HP of
war machine is considered a guard unit. a war machine is not decreased by suffering
Whenever the war machine is attacked, casualties like any unit. Siege engines and
unless specified otherwise the attack is other forms of attacks against war machines
made against the guard unit. The guard must have a separate damage die.
unit is just like any other unit with the
Speed
difference that the war machine itself takes
up space in it (with exceptions). That means Just like units, war machines have a speed
that when you create such a unit you have of their own. When a unit wields/uses a
limited space for the unit’s creatures. war machine, the war machine’s speed
becomes the unit’s speed.
Type
Abilities
In general we can split siege engines into
two categories: Siege Engine and Machine. War machines can use abilities in exactly
the same way as commanders and units
Siege Engine. These types of war machines with one slight difference. They are passive
are commonly used to damage structures and their effects come into place only when
like walls buildings and other siege manned (Active).

8
Creating a War
Machine War Machine
Conditions
War Machine’s Size & Space
Before creating a war machine you have to War machine conditions are not too
decide on the size of it. Depending on the different from the unit ones that we’ll see
size, the number limit of the guard unit later on, meaning that they have a trigger
changes. and an effect.

Type & Stat Block Condition Trigger Effect


A unit used Its speed becomes
After you pick a size you have to choose
an action to the unit’s and all
what type of war machine it is. It can be a Manned
become a abilities begin
siege engine or a machine one or maybe guard unit. taking effect
even a hybrid if it fits your campaign The engine All abilities are not
setting. Unmanned has no guard active and its speed
unit is 0
After you do that, pick an AC and HP that An enemy
fits your engine. There is no rule to limit unit is
In combat
you here but that doesn’t mean you adjacent to Its speed becomes 0
(Manned)
shouldn’t be fair. Keep in mind that the the war
machine
enemy must be able to hit the engine even if
The war
they have to roll really high and that the
machine It can no longer be
engine must be able to at least take one or Destroyed
drops to 0 manned
two hits. If your war machine can attack, HP
determine a damage die that would fit its
destructive capabilities.

Speed is tied to the weight of the engine and


the creatures that wield it. A siege tower
might have a speed of 60ft. when being
Walls and gates could be considered siege engines with a speed of
pushed by soldiers for example and 80ft.
0ft., because they function the same way. If you want to manage
when trolls are added to the mix. Don’t the damage on a large structure like a castle wall or an important
overdo it, though. War machines are heavy building you could split it into groups of 5 squares (using the
and slow-moving, even the lighter ones. suggested grid. That way when it gets destroyed you can know
exactly the number of creatures that fall along with it.
War Machine Abilities
Choose from the list in Appendix C or
create your own. Go wild already!

9
Initiative
Combat Step 2 Similar to the Player’s Handbook,
each unit will have initiative
Alright, so you have created your units and representing the order of combat.
war machines and the opposing armies are However, because the Dungeon Master
ready to clash! Combat is structured the will have a lot of units to control, and
same way as in the PH in the sense that you that is a difficult task on its own, no unit
determine surprise, roll initiative and each will make an initiative roll. Each unit will
unit gets a number of actions and so on. But have a base initiative as explained in the
let’s go into more detail. “Dissecting a Unit” section.

Determine Ambush Many units will have an equal score in


Step 1 First we have to determine if a unit is
initiative using this system. As a solution
surprised. However because we are to that, try rolling a base d20 for units
talking in units and not creatures, a unit that have the same initiative. Another
that is “surprised” is being ambushed. solution is to split it to Army 1 and Army
How do we determine that? A unit that 2, roll a d20 and whenever there is a tie
is trying to hide in a location that would in initiative, Army 1 (for example) goes
allow it (a forest, behind a hilltop etc.) first, depending on the roll.
must roll a stealth check against the
Taking Turns
enemy unit’s perception (determine that
by using the lowest perception of the Step 3 Every round, units take turns in
creatures that comprise the unit), if the initiative order starting from the highest.
creature is expecting battle or passive During a unit’s turn, the unit can move,
perception (determine that by using the take an action and/or use an ability.
lowest passive perception of the
creatures that comprise the unit) if it’s Movement. The unit moves a number of
not. For example, a unit that is traveling feet (or squares if you’re using the
close to an enemy stronghold will expect suggested grid) equal to its speed. If it
battle and a unit that is transferring encounters an enemy unit within melee
goods between two towns will not. range, it stops and is then considered “in
combat”. That means it can no longer
During an ambush the attacking unit move out of the enemy unit’s reach
inflicts +1d4 casualties for the first 2 without taking an opportunity attack,
turns and every time it does the unless it takes the “Disengage Action”. An
defending unit must make morale check opportunity attack is a normal attack just
or retreat. like the unit would do on its own turn. If
a unit turns to face a different direction it
uses a quarter of its speed (¼) for every
90o it turns.

10
Actions. Each unit can take one of 3 Using an Ability. A unit can freely
actions: Attack, Guard and Disengage. choose to use an ability in battle. The
unit then proceeds to follow the ability’s
 Attack: A unit that chooses to attack instructions. Read the ability carefully.
an enemy unit within range must Some may require you to sacrifice the
make an attack roll using its Battle unit’s action.
Rating modifier against the enemy
unit’s Defense Rating. A successful or Repeat
not hit will determine if the enemy
Step 4 Step 3 is then repeated for each unit
suffers casualties or not, according to
in initiative order. Then a new round
the table below.
begins starting from unit with the
highest initiative. Remember to
Suffering Casualties determine ambush at the start of each
(Casualties are subtracted from the unit’s BR not Number)
new round. The battle is over when all
Critical The attacker suffers 1d4
the units of one side are broken and/or
Fail retaliation casualties
retreating.
The unit with the
highest BR wins. On a Counting Casualties
Failure/Tie
tie both sides suffer 1
casualty. Step 5 After the battle is over it is time to
count the losses. Take each unit and
The enemy unit suffers count how much BR it lost in casualties.
Success
1d4 casualties
10% of that is creatures that managed to
The enemy suffers 5 escape. After that use the “Battle Rating
Critical casualties and must by Challenge Rating” table to determine
Success make a morale check or the exact amount of creatures that
drop a morale level survived. Do the same for the remaining
BR and add the two numbers. Always
 Defend: A unit that chooses to defend round down. Repeat for the rest of the
gets the following effects: units.
1. Any enemy unit that moves and/or
ends its turn in range of the defending
unit is attacked by it. This does not
apply on skirmisher units.
2. Enemy units that attack the defending
one, have disadvantage on the roll.
3. The unit’s speed becomes 0.
 Disengage: A unit that takes the
disengage action can move out of an
enemy unit’s melee range without
getting attacked.

11
Units Conditions
Just like any creature in normal combat can be in certain conditions like “dazed”, “stunned” etc.
so too can be the units. However because a certain number of creatures being blinded is
irrelevant to the overall battle the conditions of a unit are different. Conditions in units are
presented in the table below.

Condition Trigger Effect


A unit that has no
Unorganized Disadvantage on all rolls
commander.

The unit cannot move but


A unit that is in melee range
In combat only change direction, unless
of an enemy unit.
it takes the disengage action.
The unit must spend its move
A unit that fails a Morale
action moving as far away
Routing check to retreat (BR below
from the enemy forces as it
half/Ambushed etc.).
possibly can.
The unit suffers +1d4 extra
A unit that is attacked from
casualties and every time it
Flanked the sides or back in melee
does it must make a morale
range.
check or retreat.

A unit that is In Combat with The unit has its Morale Level
1 or more units that their decreased by 1. Morale goes
Outnumbered
combined BR is double or back to normal if the unit
more than its own. stops being outnumbered.

A unit that is considered “the


The unit is inspired and
last line of defense” in the
Last line therefore its Morale Level
narrative or for whatever
can’t be lower than 8.
reasons the DM chooses.

A unit that is either unseen or Any attack the unit makes


Hidden hidden from the enemy against unsuspected units are
preparing for an Ambush. considered “Ambush”.

12
BR modifier when it ambushes an enemy
Appendix A – unit.

Commander Abilities Merciless. The soldiers are ordered to leave


none alive. Any casualties that the
Beast tamer. If the commander leads a commander’s unit inflicts are fatal
cavalry unit then it has advantage on casualties.
Perception checks against being
Necromancer. The commander is a
ambushed.
necromancer and will use any dead body
Born leader. The commander’s unit raises to their advantage. If a unit (enemy or
its morale level by 1 at the start of the friendly) within 60ft. suffers casualties,
battle. 1(one) of these casualties becomes
zombies that join the commander’s unit.
Folk hero. The unit is inspired by having
their hero fight on their side and gains Rally. Once every 5 turns the commander
advantage on morale checks as long as can rally a unit that is retreating and is
he commands it. within 60ft of the commander’s unit. The
target stops retreating and is back in the
Frightful presence. The commander instills fight.
fear at the hearts of his enemies. All
enemies of the commander within 60ft. Show of force. The commander leads not
of the unit have -2 on all Morale checks. with their charisma but with pure
strength. Whenever the Commander’s
General. The commander is the general of Charisma modifier is needed you can
the entire army. Every friendly unit choose to use Commander’s strength
within 60ft. is inspired and gains 2 levels modifier instead.
of Morale. If the commander dies or
his/her unit breaks, nearby friendly Stealth expert. The commander specializes
units within the same range lose that in sneaking around and striking only
benefit and also decrease their Morale when the time is right. The unit gains +2
level by 2. on all stealth checks.

Inspire. Once every 5 turns the commander Synchronized volley. If the commander’s
can increase the BR modifier of a unit not unit is a skirmisher one, every time it
further than 60ft. by 2 for 2 turns. makes a ranged attack, all skirmisher
units within 60ft. of it make an attack
Intimidate. Once every 5 turns, if the against the same target. Their attacks do
commander’s unit inflicts casualties, the not count as their actions.
target must make a morale check or
retreat.

Lurker. The commander specializes in


ambushes. Therefore the unit has a +1

11
Known enemy. The unit has advantage on
Appendix B – Unit BR checks against enemies it has fought

Abilities before.

Monstrous attack. A unit of monsters


Born warriors. They live and die in battle. instills fear to the hearts of the soldiers
Born and bred to fight, the unit has that are brave enough to face them. Each
advantage when fighting against all time the unit inflicts casualties the target
infantry and all skirmish units have must make a morale check or suffer 2
advantage against it. more due to attrition.

Bound by ritual. The unit is bound by a Specialized skirmishers. When attacking an


ritual. Maybe a necromancer raised the enemy unit with a skirmish attack the
dead. Maybe a powerful wizard unit gains a +2 BR modifier but when
charmed the king’s guard. Either way attacked in melee range it has a -2 DR.
the unit will automatically be destroyed
Spikes. The unit can put spikes in front of
if the caster dies or is forced to break the
its starting position before the battle.
ritual.
Spikes inflict 2d4 casualties to cavalry
Cautious retreat. The unit can move freely units when they move through them.
out of reach of an enemy unit without
Vicious ambush. During an Ambush the
taking the disengage action.
unit inflicts +2 casualties.
Ferocious charge. If the unit (cavalry) moves
Total defense. When the unit takes the
at least 40ft. this turn and attacks, then
guard action it inflicts +1d4 casualties.
that attack is a ferocious charge. On a
successful hit the unit inflicts +1d4 Undead. A unit of undead blindly follows
casualties breaking the enemy line and the orders of its master. Therefore, it
can continue to move through the unit cannot retreat and can only be destroyed
with half the speed. The unit must also if its BR reaches 0.
make a morale check or suffer another 2
casualties on a fail. While inside an Unorganized unit. The unit has no sense of
enemy unit, if targeted by a skirmish organized combat. Either because of lack
attack the enemy unit will also be of proper leadership or plain old
considered a target. stupidity, the unit has disadvantage on
all rolls plus all enemy units have
Flaming missiles. The unit ignites its advantage on all rolls against it.
missiles giving it the ability to damage
flammable structures and war machines. Worg cavalry. A cavalry unit that uses
worgs, because they are terrifying and
Horde. The unit fights like a horde and strong creatures on their own, inflict 1
gains +1 BR modifier for every similar extra casualty.
ally unit that is adjacent to it.

12
guard unit’s size but melee attacks
Appendix C – War against the guard unit have advantage.

Machine Abilities Invisibility cloak. The war machine as well


as the guard unit is protected by magic.
Bound by nature. The war machine (siege A cloak of invisibility covers both and
engines and walls included) is covered in enemy units are unable to see them and
a thick layer of vines and moss. therefore target them. A unit can attempt
Whenever it takes damage, if the damage to pinpoint their location by noticing
is equal or lower to 4 then the vines soak where the projectiles are coming from
up the damage and regenerate at the and must make a DC 10 perception
start of the next round. If it takes damage check to do so. After it does, the war
again before it regenerates then the machine and its guard unit are targetable
damage applies normally. but with disadvantage. The cloak has a
range and melee units can move through
Hot oil. A war machine can use its “Hot the cloak and discover the machine.
Oil” ability once every 3 turns. When
used, the unit (friendly or not) that is Quick load. The war machine can fire two
adjacent and in front of the machine will shots this turn but the next 2 turns will
suffer 3 casualties. have disadvantage on all attack rolls.

Cover. Skirmish attacks against units


wielding this war machine have
disadvantage.

Flaming shots. The guard unit ignites the


missiles it loads dealing an extra 1d4
damage to war machines.

Front cover. Units that are using the war


machine cannot be targeted by
skirmisher units from the front or sides.

Intimidating shot. The unit wielding the


war machine loads and fires a shot of
body parts gathered from their enemy.
The target must make a morale check or
drop a level of morale.

Transport. The unit wielding the war


machine is inside the machine itself. The
machine does not take up space in the

13

S-ar putea să vă placă și